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  #31  
Old 03-08-2021, 04:23 PM
Gustoo Gustoo is offline
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Lol.

economy is fine.

On a permanently timeline capped server, nothing has value except best in slot items.

That's all there is to it. Everything else is??? Even more so on non PVP where what you can accomplish in game has very little to do with your gear loadout, most of the time.

Plus the way people permacamp spawns like they are doing it for a living makes one wonder if they are doing it for a living: RMT.

As far as game design goes - everquest was not designed to be played 22 years later with a wiki guide jam packed with what would be elite game breaking hyper knowledge. The game was fully loaded with mystery and 3 years into it people barely knew how to complete some of these quests. Remember actually following quest lines rather than just reading a list of mobs and items to collect? All of the ambiguity in the real live timeline meant that none of the issues we are experiencing and describing here existed. If a game with EQ's basic design launched today it would take a years again for all of the quests to be discovered and all of the items to be broken. When the game is new you don't even know that JBOOTS is the only instant click all/all inventory usable runspeed item. You don't even know that quillmanes jacket is the only all all inventory usable levitate item and you don't know his pathing or spawn points or anything about him he is just a randomly appearing thing with a name that you kill.

Plus all of the spawns like quillmane that we have mastered were never intended to be understood and pharmed efficiently. It was supposed to be pretty much a mystery how these things appeared and a new game would take liberties to befuddle the user to make those items a special treat as they were intended not a 9-5 pharming operation.

The fact is that this is a museum server and if you want to play it to WIN well weird things happen.

Point is that the guy saying EQ game design is bad is wrong. The reason we play it still is because the game design is so good that none of us have found a better game to play. Video games get broken after playing them for 22 years for 5+hrs a day which is why living games get patched and changed all the time just to give people new stuff to do and figure out. On a museum project like this it is stagnant, non living. Broken things stay broken and trivial stuff stays trivial.

The point is to have fun.
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  #32  
Old 03-08-2021, 04:48 PM
Jimjam Jimjam is offline
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Quote:
Originally Posted by Gustoo [You must be logged in to view images. Log in or Register.]
Lol.

economy is fine.

On a permanently timeline capped server, nothing has value except best in slot items.

That's all there is to it. Everything else is??? Even more so on non PVP where what you can accomplish in game has very little to do with your gear loadout, most of the time.

Plus the way people permacamp spawns like they are doing it for a living makes one wonder if they are doing it for a living: RMT.

As far as game design goes - everquest was not designed to be played 22 years later with a wiki guide jam packed with what would be elite game breaking hyper knowledge. The game was fully loaded with mystery and 3 years into it people barely knew how to complete some of these quests. Remember actually following quest lines rather than just reading a list of mobs and items to collect? All of the ambiguity in the real live timeline meant that none of the issues we are experiencing and describing here existed. If a game with EQ's basic design launched today it would take a years again for all of the quests to be discovered and all of the items to be broken. When the game is new you don't even know that JBOOTS is the only instant click all/all inventory usable runspeed item. You don't even know that quillmanes jacket is the only all all inventory usable levitate item and you don't know his pathing or spawn points or anything about him he is just a randomly appearing thing with a name that you kill.

Plus all of the spawns like quillmane that we have mastered were never intended to be understood and pharmed efficiently. It was supposed to be pretty much a mystery how these things appeared and a new game would take liberties to befuddle the user to make those items a special treat as they were intended not a 9-5 pharming operation.

The fact is that this is a museum server and if you want to play it to WIN well weird things happen.

Point is that the guy saying EQ game design is bad is wrong. The reason we play it still is because the game design is so good that none of us have found a better game to play. Video games get broken after playing them for 22 years for 5+hrs a day which is why living games get patched and changed all the time just to give people new stuff to do and figure out. On a museum project like this it is stagnant, non living. Broken things stay broken and trivial stuff stays trivial.

The point is to have fun.
Quoted for truth.
  #33  
Old 03-08-2021, 09:37 PM
kaev kaev is offline
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Quote:
Originally Posted by Frug [You must be logged in to view images. Log in or Register.]
A slippery slope is bad only if you don't have the self control to keep yourself from sliding.
We're talking p99 here. Pretty much everything players do here, especially on green, warps to the worst imaginable outcome without delay. Sliding is far too non-minmax to be relevant here.
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  #34  
Old 03-09-2021, 02:31 AM
Shinko Shinko is offline
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Just play self loot

Most fun
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  #35  
Old 03-09-2021, 02:49 AM
Xer0 Xer0 is offline
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Quote:
Originally Posted by Gustoo [You must be logged in to view images. Log in or Register.]
Lol.

economy is fine.

On a permanently timeline capped server, nothing has value except best in slot items.

That's all there is to it. Everything else is??? Even more so on non PVP where what you can accomplish in game has very little to do with your gear loadout, most of the time.

Plus the way people permacamp spawns like they are doing it for a living makes one wonder if they are doing it for a living: RMT.

As far as game design goes - everquest was not designed to be played 22 years later with a wiki guide jam packed with what would be elite game breaking hyper knowledge. The game was fully loaded with mystery and 3 years into it people barely knew how to complete some of these quests. Remember actually following quest lines rather than just reading a list of mobs and items to collect? All of the ambiguity in the real live timeline meant that none of the issues we are experiencing and describing here existed. If a game with EQ's basic design launched today it would take a years again for all of the quests to be discovered and all of the items to be broken. When the game is new you don't even know that JBOOTS is the only instant click all/all inventory usable runspeed item. You don't even know that quillmanes jacket is the only all all inventory usable levitate item and you don't know his pathing or spawn points or anything about him he is just a randomly appearing thing with a name that you kill.

Plus all of the spawns like quillmane that we have mastered were never intended to be understood and pharmed efficiently. It was supposed to be pretty much a mystery how these things appeared and a new game would take liberties to befuddle the user to make those items a special treat as they were intended not a 9-5 pharming operation.

The fact is that this is a museum server and if you want to play it to WIN well weird things happen.

Point is that the guy saying EQ game design is bad is wrong. The reason we play it still is because the game design is so good that none of us have found a better game to play. Video games get broken after playing them for 22 years for 5+hrs a day which is why living games get patched and changed all the time just to give people new stuff to do and figure out. On a museum project like this it is stagnant, non living. Broken things stay broken and trivial stuff stays trivial.

The point is to have fun.
the problem OP posed doesnt exist on blue. or at least it didnt in the times before green. people were selling all manner of goods that one typically wouldn't think would be worth going out of ones way to camp for plat.
  #36  
Old 03-10-2021, 08:59 AM
Andad_Filla Andad_Filla is offline
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As far as what items are for sale I'm guessing it's just a matter of where we are in the timeline. There are not as many level 60 characters as blue and people want XP more than loot so the hole is where stuff is getting killed. I don't get it because all your gonna do at 60 is farm items 90% of the time between the occasional raid so why not get both even if the xp is slightly worse. I also think the lack of keys being soul bound at this stage is deterring people from living in old seb and HS where all the good stuff drops and that is having a real impact on item availability. I've seen more kylong armor for sale than sebilite scale and that's just whack.
  #37  
Old 03-10-2021, 11:50 AM
TripSin TripSin is offline
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Join Date: Aug 2016
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Quote:
Originally Posted by Gustoo [You must be logged in to view images. Log in or Register.]
Lol.

economy is fine.

On a permanently timeline capped server, nothing has value except best in slot items.

That's all there is to it. Everything else is??? Even more so on non PVP where what you can accomplish in game has very little to do with your gear loadout, most of the time.

Plus the way people permacamp spawns like they are doing it for a living makes one wonder if they are doing it for a living: RMT.

As far as game design goes - everquest was not designed to be played 22 years later with a wiki guide jam packed with what would be elite game breaking hyper knowledge. The game was fully loaded with mystery and 3 years into it people barely knew how to complete some of these quests. Remember actually following quest lines rather than just reading a list of mobs and items to collect? All of the ambiguity in the real live timeline meant that none of the issues we are experiencing and describing here existed. If a game with EQ's basic design launched today it would take a years again for all of the quests to be discovered and all of the items to be broken. When the game is new you don't even know that JBOOTS is the only instant click all/all inventory usable runspeed item. You don't even know that quillmanes jacket is the only all all inventory usable levitate item and you don't know his pathing or spawn points or anything about him he is just a randomly appearing thing with a name that you kill.

Plus all of the spawns like quillmane that we have mastered were never intended to be understood and pharmed efficiently. It was supposed to be pretty much a mystery how these things appeared and a new game would take liberties to befuddle the user to make those items a special treat as they were intended not a 9-5 pharming operation.

The fact is that this is a museum server and if you want to play it to WIN well weird things happen.

Point is that the guy saying EQ game design is bad is wrong. The reason we play it still is because the game design is so good that none of us have found a better game to play. Video games get broken after playing them for 22 years for 5+hrs a day which is why living games get patched and changed all the time just to give people new stuff to do and figure out. On a museum project like this it is stagnant, non living. Broken things stay broken and trivial stuff stays trivial.

The point is to have fun.
Only BiS has value? Are you trying to be wrong on purpose? No wonder you don't think EQ is full of bad game design.
  #38  
Old 03-10-2021, 12:25 PM
neonspacedolphin neonspacedolphin is offline
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You know one of the reasons I always liked the idea of everquest, even after WOW came out and I quit to go to college, was that it was difficult, took a lot of time to travel, and always sort of felt like you were lost and didn't know the utmost of anything.

Iono, suggesting server wide auctioning and boxing mules and all that is convenient and efficient not not really "lost in a celtic world". LOL.
  #39  
Old 03-10-2021, 12:39 PM
Vizax_Xaziv Vizax_Xaziv is offline
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Join Date: Aug 2018
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Quote:
Originally Posted by TripSin [You must be logged in to view images. Log in or Register.]
People always want to lay blame and scapegoat ZEMs and numbers, but guess what, it's the players' fault. It's YOUR fault and mine. Most people never want to look at or acknowledge themselves as potentially being the source of a problem.

People always complaining about such and such not being classic, while ignoring that the least classic thing about p99, by far, is YOU, the player. For example, the places I remember spending time at the most in live were derv camps in North Ro and the sarnak fortress in LOIO. In p99, nobody touches thoses. They've just been sitting deserted because we are different people now in 2021 and everyone's just trying to do what's optimal. In live I didn't even know what manastones or jboots were and I didn't care, but now that's all people care about it feels like at times.
Sadly this has been my experience as well. I came back to Green in January to enjoy some Kunark content but it's just a total ghost town. Haven't logged in over a week now as I know that playing means either soloing in a zone I enjoy, or grouping in whatever zone EVERYONE in my level range is located.

Had the entirety of Frontier Mountains to myself for my whole play session one Friday night, for example. It feels incredibly "unclassic" and it's frustrating that such a simple fix (adjusting ZEMs again) would solve this.
Last edited by Vizax_Xaziv; 03-10-2021 at 12:42 PM..
  #40  
Old 03-10-2021, 01:11 PM
cd288 cd288 is offline
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Quote:
Originally Posted by TripSin [You must be logged in to view images. Log in or Register.]
Only BiS has value? Are you trying to be wrong on purpose? No wonder you don't think EQ is full of bad game design.
I think his point isn’t that it doesn’t have value but just that it’s also not really critical for most classes to be effective.

For example, does a caster need +25 mana shoes for a few hundred pp? Not really. Do they need mana sleeves? Not really. All those non BIS items are nice to haves not critical to your ability to play the class.

Only class IMO that I would say needs to get all their slots filled with good gear before getting BIS would be cleric to make sure their healing mana pool is good. Warriors and Rogues want some good weapons, but other gear isn’t technically critical to them fulfilling their role...you could technically just go full bronze as a warrior and still be alright for instance.

Otherwise, any other class can probably do without it.
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